Skip to content
Snippets Groups Projects
partiview-4.html 58.9 KiB
Newer Older
  • Learn to ignore specific revisions
  • teuben's avatar
    teuben committed
    <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
    <HTML>
    <HEAD>
    
    slevy's avatar
    slevy committed
     <META NAME="GENERATOR" CONTENT="LinuxDoc-Tools 0.9.21">
    
     <TITLE> Partiview (PC-VirDir): Commands</TITLE>
    
    teuben's avatar
    teuben committed
     <LINK HREF="partiview-5.html" REL=next>
     <LINK HREF="partiview-3.html" REL=previous>
     <LINK HREF="partiview.html#toc4" REL=contents>
    </HEAD>
    <BODY>
    <A HREF="partiview-5.html">Next</A>
    <A HREF="partiview-3.html">Previous</A>
    <A HREF="partiview.html#toc4">Contents</A>
    <HR>
    
    <H2><A NAME="s4">4.</A> <A HREF="partiview.html#toc4">Commands</A></H2>
    
    
    <P>There are two types of commands in <CODE>partiview</CODE>: 
    Control Commands and Data Commands.
    
    slevy's avatar
    slevy committed
    Probably the most visible difference between the two is that every Control
    Command returns feedback to the user, whereas Data Commands
    are interpreted without comment unless an error occurs.</P>
    <P>Some situations, e.g. the command-entry text box, expect to receive
    Control Commands; others, e.g. files (.cf, .speck, etc.) named on
    the command line or specified by <CODE>read</CODE> or <CODE>include</CODE> commands,
    are expected to contain Data Commands.</P>
    <P>However, it is always possible to enter a Data Command
    where a Control Command is expected,
    using the <CODE>add</CODE> command prefix, e.g. you could type in the text box:
    <BLOCKQUOTE><CODE>
    <HR>
    <PRE>
      add 0 0 0 text The Origin
    </PRE>
    <HR>
    </CODE></BLOCKQUOTE>
    . Likewise, a Control Command
    may be given where data is expected, as in a data or .cf file,
    using the <CODE>eval</CODE> prefix:
    <BLOCKQUOTE><CODE>
    <HR>
    <PRE>
      1 0 0 text X=1
      eval bgcolor 0.3 0.2 0.1
    </PRE>
    <HR>
    </CODE></BLOCKQUOTE>
    </P>
    <P>See also the previous <B>starlab</B> example.</P>
    
    
    
    
    
    
    
    
    
    <H2><A NAME="ss4.1">4.1</A> <A HREF="partiview.html#toc4.1">Control Commands</A>
    
    
    <P>(see partibrains.c::specks_parse_args)</P>
    
    <P>Control Commands are accepted in the Command window, and in some other contexts.
    Generally, <CODE>partiview</CODE> gives a response to every Control Command,
    
    reporting the (possibly changed) status.</P>
    <P>Typically, if parameters are omitted, the current state is reported.</P>
    
    <P>Some commands apply to particles in the current group (see Object group commands);
    
    others affect global things, such as time or display settings.</P>
    <P>Data Commands can also be given, if prefixed with <CODE>add</CODE>.</P>
    
    
    <H2><A NAME="ss4.2">4.2</A> <A HREF="partiview.html#toc4.2">I/O Control Commands</A>
    
    teuben's avatar
    teuben committed
    
    
    <DT><B>read <I>specks-file</I></B><DD><P>Read a file containing Data Commands (typical suffix <CODE>.cf</CODE> or <CODE>.speck</CODE>).</P>
    
    
    
    teuben's avatar
    teuben committed
    <DT><B>async <I>unix-command</I></B><DD><P>Run an arbitrary unix command (invoked via /bin/sh) as a subprocess of <CODE>partiview</CODE>.
    
    Its standard output is interpreted as a stream of control commands.
    Thus <CODE>partiview</CODE> can be driven externally, e.g. to record an animation
    (using the <CODE>snapshot</CODE> command), or to provide additional GUI controls.
    
    Several <CODE>async</CODE> commands can run concurrently. 
    Examples are given later. Warning: you cannot interrupt a started command,
    
    short of hitting ESC to exit partiview.</P>
    
    
    <DT><B>add <I>data-command</I></B><DD><P>Enter a Data Command where a Control Command is expected,
    e.g. in the text input box.  For example,
    <PRE>
      add 10 15 -1 text blah
    </PRE>
    
    adds a new label "blah" at 10 15 -1, or
    <PRE>
      add kira myrun.out
    </PRE>
    
    
    loads a kira (starlab) output file.</P>
    
    
    <DT><B>eval <I>control-command</I></B><DD><P>Processes that control command just as if the <CODE>eval</CODE> prefix weren't there.
    Provided for symmetry: wherever either a control command or a data command
    is expected, entering <CODE>eval</CODE> <I>control-command</I> ensures that it's
    
    <DT><B>add filepath (data-command)</B><DD><P>Determines the list of directories where all data files, color maps, etc.
    are sought.  See the <CODE>filepath</CODE> entry under
    
    </P>
    
    <H2><A NAME="ss4.3">4.3</A> <A HREF="partiview.html#toc4.3">Object Group Control Commands</A>
    
    <P><CODE>Partiview</CODE> can load multiple groups of particles,
    each with independent display settings, colormaps, etc.
    When more than one group is loaded, the Group Row appears on the GUI,
    with one toggle-button for each group.  Toggling the button turns
    
    teuben's avatar
    teuben committed
    display of that group on or off.  Right-clicking turns the group unconditionally on,
    
    and selects that group as the current one for other GUI controls.</P>
    <P>Many Control Commands apply to the <I>currently selected</I> group.</P>
    
    <P>Groups always have names of the form g<I>N</I> for some small positive <I>N</I>;
    
    each group may also have an alias.</P>
    
    <DT><B>g<I>N</I> </B><DD><P>Select group g<I>N</I>.  Create a new group if it doesn't already exist.</P>
    
    
    <DT><B>g<I>N</I>=<I>alias</I> </B><DD><P>Assign name <I>alias</I> to group g<I>N</I>.
    
    Note there must be no blanks around the <CODE>=</CODE> sign.</P>
    
    
    <DT><B>object <I>objectname</I></B><DD><P>Likewise, select object <I>objectname</I>, which may be either an alias name
    
    or g<I>N</I>.  </P>
    
    <DT><B>g<I>N</I> <I>control-command</I></B><DD>
    
    <DT><B>object <I>objectname</I> <I>control-command</I></B><DD><P>Either form may be used as a <I>prefix</I> to any control command
    
    to act on the specified group, e.g. <CODE>object fred poly on</CODE></P>
    
    
    <DT><B>gall <I>control-command</I></B><DD><P>Invoke the given <I>control-command</I> in all groups.
    For example, to turn display of group 3 on and all others off, use:
    <BLOCKQUOTE><CODE>
    <PRE>
    gall off
    g3 on
    </PRE>
    </CODE></BLOCKQUOTE>
    
    pteuben's avatar
    pteuben committed
    <DT><B>enable</B><DD><P>Either one will
    
    enable the display of the currently selected group (as it is by default).</P>
    
    <DT><B>off</B><DD>
    <DT><B>disable</B><DD><P>Either one will turn off the display of the current group.</P>
    
    
    </P>
    
    <H2><A NAME="ss4.4">4.4</A> <A HREF="partiview.html#toc4.4">View Control commands</A>
    
    <P>View commands affect the view; they aren't specific to data groups.</P>
    
    <DT><B>fov <I>float</I></B><DD><P>Angular field of view (in degrees) in Y-direction.</P>
    
    
    <DT><B>cen[ter] <I>X Y Z</I> [<I>RADIUS</I>]</B><DD><P>Set point of interest.  This is the center of rotation in
    <CODE>[o]rbit</CODE> and <CODE>[r]otate</CODE> modes.  Also, in <CODE>[o]rbit</CODE> mode,
    translation speed is proportional to the viewer's distance from this point.
    The optional <I>RADIUS</I> (also set by <CODE>censize</CODE>) determines the size
    
    of the marker crosshair, initially 1 unit.</P>
    
    
    <DT><B>cen[ter] [<I>X Y Z</I> [<I>RADIUS</I>]]
    int[erest] [<I>X Y Z</I> [<I>RADIUS</I>]]</B><DD><P>Set point of interest.  This is the center of rotation in
    <CODE>[o]rbit</CODE> and <CODE>[r]otate</CODE> modes.  And, in <CODE>[o]rbit</CODE> mode,
    translation speed is proportional to the viewer's distance from this point.
    The optional <I>RADIUS</I> (also set by <CODE>censize</CODE>) determines the size
    
    of the marker crosshair, initially 1 unit.</P>
    
    <P>****  why is center/interest commented out in the first example. Originally
    
    this command was documented twice, the first one has /interest commented out.</P>
    
    <DT><B>censize [<I>RADIUS</I>]</B><DD><P>Set size of point-of-interest marker.</P>
    
    <DT><B>where  <I>(also)</I>  w</B><DD><P>Report the 3-D camera position and forward direction vector.</P>
    
    
    <DT><B>clip <I>NEAR</I> <I>FAR</I></B><DD><P>Clipping distances.  The computer graphics setup always requires
    drawing only objects in some finite range of distances in front of the
    viewpoint.  Both values must be strictly positive, and their ratio
    is limited; depending on the graphics system in use, distant objects
    
    may appear to blink if the <I>FAR</I>/<I>NEAR</I> ratio exceeds 10000 or so.</P>
    
    <P>To set the far clip range without changing the near, use a non-numeric
    
    near clip value, e.g. <CODE>clip - 1000</CODE>.</P>
    
    
    <DT><B>jump [<I>X Y Z</I>] [<I>Rx Ry Rz</I>]</B><DD><P>Get or set the current position (XYZ) and/or viewing (RxRyRz) angle.</P>
    
    <DT><B>readpath</B><DD><P>Read a Wavefront (<CODE>.wf</CODE>) file describing a path through space.</P>
    
    <DT><B>rdata</B><DD><P>Synonym for readpath.</P>
    
    
    <DT><B>play <I>speed</I>[f]</B><DD><P>Play the currently loaded (from <CODE>readpath</CODE>/<CODE>rdata</CODE>) camera animation
    path, at <I>speed</I> times normal speed,
    skipping frames as needed to keep up with wall-clock time.
    (Normal speed is 30 frames per second.)
    With "f" suffix, displays every <I>speed</I>-th frame, without regard to real
    
    time.</P>
    
    <DT><B>frame [<I>frameno</I>]</B><DD><P>Get or set the current frame the <I>frameno</I>-th.</P>
    
    
    <DT><B>update           </B><DD><P>Ensures the display is updated, as before taking a snapshot.
    Probably only useful in a stream of control commands from an <CODE>async</CODE>
    
    subprocess.</P>
    
    <DT><B>winsize [<I>XSIZE</I> [<I>YSIZE</I>]]</B><DD>
    
    <DT><B>winsize <I>XSIZE</I>x<I>YSIZE</I>+<I>XPOS</I>+<I>YPOS</I></B><DD><P>Resize graphics window.  With no arguments, reports current size.
    
    slevy's avatar
    slevy committed
    With one argument, resizes to given width, preserving aspect ratio.
    
    With two arguments, reshapes window to that height and width.
    With complete X geometry specification (no embedded spaces),
    e.g. <CODE>winsize 400x350+20-10</CODE>,
    also sets position of graphics window, with +X and +Y measured from
    
    left/top, -X and -Y measured from right/bottom of screen.</P>
    
    
    <DT><B>detach [full|hide]  [<I>+XPOS+YPOS</I>]</B><DD><P>Detach graphics window from GUI control strip and optionally
    specify position of control strip.  With <CODE>full</CODE> or <CODE>hide</CODE>,
    makes graphics window full-screen with GUI visible or hidden, respectively.
    With neither <CODE>full</CODE> nor <CODE>hide</CODE>, the graphics window
    
    is detached but left at its current size.</P>
    
    <P>The <I>+XPOS+YPOS</I> is a window position in X window geometry style,
    so e.g. <CODE>detach full -10+5</CODE> places the GUI near the
    upper right corner of the screen, 10 pixels in from the right
    
    and 5 pixels down from the top edge.</P>
    
    <P>If you don't mind typing blindly, it's still possible to enter
    text-box commands even with the controls hidden;
    press the <I>Tab</I> key before each command to ensure that
    input focus is in the text box.
    Use <I>Tab</I><CODE>detach full</CODE><I>Enter</I>
    
    to un-hide a hidden control strip.</P>
    
    <DT><B>bgcolor <I>R G B</I></B><DD><P>Set window background color (three R G B numbers or one grayscale value).</P>
    
    
    
    <DT><B>focallen <I>distance</I></B><DD><P>Focal length: distance from viewer to a typical object of interest.
    This affects stereo display (see below) and navigation: the speed of
    motion in <CODE>[t]ranslate</CODE> and <CODE>[f]ly</CODE> modes is proportional to this
    
    <DT><B>stereo [on|off|redcyan|glasses|cross|left|right] [<I>separation</I>]</B><DD><P>Stereo display.  Also toggled on/off by typing <CODE>'s'</CODE> key in graphics window.
    
    Where hardware allows it, <CODE>stereo glasses</CODE> selects
    
    CrystalEyes-style quad-buffered stereo.  All systems should be capable of
    
    <CODE>stereo redcyan</CODE>, which requires wearing red/green or red/blue glasses,
    and of <CODE>cross</CODE> (crosseyed), which splits the window horizontally.
    <CODE>left</CODE> and <CODE>right</CODE> show just that eye's view,
    
    and may be handy for taking stereo snapshots.</P>
    
    <P>Useful <I>separation</I> values might be 0.02 to 0.1, or -0.02 to -0.1 to swap
    
    eyes.  See also <CODE>focallen</CODE> command, which gives the distance to
    a typical object of interest: left- and right-eye images of an object
    
    at that distance will coincide on the screen.</P>
    
    <P>Virtual-world eyes will be separated by distance
    2 * <I>focallen * separation</I>, with convergence angle
    
    2 * <CODE>arctan(</CODE><I>separation</I><CODE>)</CODE>.</P>
    
    <P>See also the <CODE>winsize</CODE> and <CODE>detach</CODE> commands
    
    for control over graphics window size and placement.</P>
    
    <P>Beware: some systems which support hardware ("glasses")
    stereo also require that the display be set to a
    stereo-capable video mode.  Partiview does not do this
    automatically.  For example, on stereo-capable SGI Irix systems,
    you may need to type (to a unix shell)
    <CODE>/usr/gfx/setmon -n 1024x768_96s</CODE> to allow
    stereo viewing and something like <CODE>/usr/gfx/setmon -n 72</CODE>
    to revert.  Otherwise, turning partiview's stereo on
    will just show the left eye's view -- displacing the viewpoint
    
    slevy's avatar
    slevy committed
    <DT><B>snapset [<CODE>-n</CODE> <I>FRAMENO</I>] <I>FILESTEM</I> [<I>FRAMENO</I>]</B><DD><P>Set parameters for future <CODE>snapshot</CODE> commands.
    
    <I>FILESTEM</I> may be a printf format string with frame number as
    argument, e.g. <CODE>snapset pix/%04d.ppm</CODE>, generating image names
    of <CODE>pix/0000.ppm</CODE>, <CODE>pix/0001.ppm</CODE>, etc.
    If <I>FILESTEM</I> contains no % sign, then <CODE>.%03d.ppm.gz</CODE> is
    appended to it, so <CODE>snapset ./pix/fred</CODE>
    
    yields snapshot images named <CODE>./pix/fred.000.ppm.gz</CODE> etc.</P>
    <P>Frame number <I>FRAMENO</I> (default 0) increments with each snapshot taken.</P>
    
    
    
    slevy's avatar
    slevy committed
    <DT><B>snapshot [<I>FRAMENO</I> | <I>FILENAME</I>]</B><DD><P>Capture a snapshot image of the current view.</P>
    <P>Either give <CODE>snapshot</CODE> an explicit filename,
    or else specify a file format string with <CODE>snapset</CODE>
    and then let <CODE>snapshot</CODE> fill in the frame number.
    With neither <I>FRAMENO</I> nor <I>FILENAME</I>,
    <CODE>snapset</CODE> adds one to the previous frame number.</P>
    
    <P><CODE>Partiview</CODE> generally invokes the ImageMagick program <CODE>convert(1)</CODE>,
    which must be installed and be on the user's $PATH.  <CODE>Convert</CODE> determines
    
    the type of image (jpeg, sgi, bmp, etc.) based on the file suffix.</P>
    
    <P><CODE>Convert</CODE> is not needed if the <CODE>snapset</CODE> <I>FILESTEM</I> ends in
    <CODE>.ppm.gz</CODE> (invokes gzip rather than convert) or <CODE>.ppm</CODE>
    
    </P>
    
    
    <H2><A NAME="ss4.5">4.5</A> <A HREF="partiview.html#toc4.5">Particle Display Control Commands</A>
    
    </H2>
    
    <P>These commands affect how particles (in the current group) are
    
    <P>
    <DL>
    <DT><B>psize <I>scalefactor</I></B><DD><P>All particle luminosities (as specified by <CODE>lum</CODE> command)
    are scaled by the product of two factors:
    a <I>lumvar</I>-specific factor given by <CODE>slum</CODE>,
    and a global factor given by <CODE>psize</CODE>.
    So the intrinsic brightness of a particle is
    <I>value-specified-by-</I><CODE>lum</CODE>
    * <I>slum-for-current-lumvar</I>
    
    <DT><B>slum <I>slumfactor</I></B><DD><P>Data-field specific luminosity scale factor, for current choice of
    <I>lumvar</I> as given by the <CODE>lum</CODE> command.
    A <I>slumfactor</I> is recorded independently for each data field, so
    if data fields <CODE>mass</CODE> and <CODE>energy</CODE> were defined, one might say
    <BLOCKQUOTE><CODE>
    <PRE>
    lum mass
    slum 1000
    lum energy
    slum 0.25
    </PRE>
    </CODE></BLOCKQUOTE>
    
    having chosen each variable's <I>slumfactor</I> for useful display,
    and then freely switch between <CODE>lum mass</CODE> and <CODE>lum energy</CODE>
    
    without having to readjust particle brightness each time.</P>
    
    
    
    slevy's avatar
    slevy committed
    <DT><B>ptsize <I>minpixels</I> <I>maxpixels</I></B><DD><P>Specifies the range of <I>apparent</I> sizes of points,
    in pixels.  Typical values might be <CODE>ptsize 0.1 5</CODE>.
    The graphics system may silently impose an upper limit
    
    slevy's avatar
    slevy committed
    <DT><B>poly [on|off]</B><DD><P>Display polygons, or don't.</P>
    
    
    <DT><B>polysize [<I>scalefactor</I>]</B><DD><P>Multiplier for polygon size.  Default is zero (!), so you must
    set polysize to something else before polygons will show up.</P>
    
    <DT><B>polylumvar [<I>attrname</I> | <CODE>point-size</CODE>] [<CODE>area</CODE> | <CODE>radius</CODE>]</B><DD><P>Choose which attribute determines the radius of a particle's polygon.
    By default, it is <CODE>point-size</CODE>, a pseudo-attribute which varies with
    the brightness of points (so adjusting the slum slider scales polygons too).</P>
    <P>Each polygon's 3-D radius is the <CODE>polysize</CODE> <I>scalefactor</I> times its particle's
    given attribute (whether an actual particle attribute or <CODE>point-size</CODE>).  Or,  
    if the <CODE>area</CODE> keyword is specified, then the radius is the square root
    of attribute * scalefactor.   <CODE>area</CODE> is useful if the attribute represents
    a luminosity; in that case, the polygon total brightness (which is proportional
    to its screen area) becomes proportional to the attribute / distance^2.</P>
    
    <DT><B>polymin <I>minradius</I> [<I>maxradius</I>]</B><DD><P>Specify a minimum screen radius for polygons, in pixels.
    If smaller than this, they are not drawn.</P>
    
    
    <DT><B>color</B><DD><P>Specify how particles are colored.
    Generally, a linear function of some data field of each particle
    becomes an index into a colormap (see <CODE>cmap</CODE>, <CODE>cment</CODE>).
    
    <DT><B> color  <I>colorvar</I>  [<I>minval maxval</I>] </B><DD><P>Use data field <I>colorvar</I> (either a name as set by <CODE>datavar</CODE>
    or a 0-based integer column number) to determine color.
    Map <I>minval</I> to color index 1, and <I>maxval</I> to
    the next-to-last entry in the colormap (<I>Ncmap-2</I>).
    The 0th and last (<I>Ncmap-1</I>) colormap entry are used for
    
    <P>If <I>minval</I> and <I>maxval</I> are omitted, the actual range of
    
    <DT><B> color  <I>colorvar</I>  exact  [<I>baseval</I>] </B><DD><P>Don't consider field <I>colorvar</I> as a continuous variable;
    instead, it's integer-valued, and mapped one-to-one with
    color table slots.  Data value <I>N</I> is mapped to
    
    slevy's avatar
    slevy committed
    <DT><B> color  <I>colorvar</I>  -exact </B><DD><P>Once the <CODE>exact</CODE> tag is set (for a particular data-field),
    it's sticky.  To interpret that data field as a continuous, scalable
    
    variable again, use <CODE>-exact</CODE>.</P>
    
    
    <DT><B> color  const  <I>R G B</I> </B><DD><P>Show all particles as color <I>R G B</I>, each value in range 0 to 1,
    
    independent of any data fields.</P>
    
    <DT><B>lum</B><DD><P>Specify how particles' intrinsic luminosity is computed:
    a linear function of some data field of each particle.
    <DL>
    <DT><B> lum <I>lumvar</I>  [<I>minval maxval</I>] </B><DD><P>Map values of data field <I>lumvar</I> (<CODE>datavar</CODE> name or
    field number) to luminosity.
    The (linear) mapping takes field value <I>minval</I> to
    
    luminosity 0 and <I>maxval</I> to luminosity 1.0.</P>
    
    <P>If <I>minval</I> and <I>maxval</I> are omitted,
    the actual range of values is mapped to the luminosity range
    
    <P>Note that the resulting luminosities are then scaled by
    the <CODE>psize</CODE> and <CODE>slum</CODE> scale factors, and further
    scaled according to distance as specified by <CODE>fade</CODE>, to compute
    
    <DT><B> lum const <I>L</I> </B><DD><P>Specify constant particle luminosity <I>L</I> independent of
    
    <DT><B>fade [planar|spherical|linear <I>refdist</I>|const <I>refdist</I>]</B><DD><P>Determines how distance affects particles' apparent brightness (or "size").
    The default <CODE>fade planar</CODE> gives 1/r^2 light falloff, with r measured
    as distance from the view plane.  <CODE>fade spherical</CODE> is also 1/r^2,
    but with r measured as true distance from the viewpoint.
    <CODE>fade linear</CODE> <I>refdist</I> gives 1/r light falloff -- not physically
    accurate, but useful to get a limited sense of depth.
    <CODE>fade const</CODE> <I>refdist</I> gives constant apparent brightness
    
    independent of distance, and may be appropriate for orthographic views.</P>
    
    <P>The <I>refdist</I> for linear and const modes is that distance <I>r</I>
    at which apparent brightness should match that in the 1/r^2 modes --
    
    a distance to a "typical" particle.</P>
    
    
    slevy's avatar
    slevy committed
    <DT><B>labelmin  <I>minpixels</I></B><DD><P>Labels computed to be smaller than this screen size (pixels) are suppressed.</P>
    
    <DT><B>labelsize <I>scalefactor</I></B><DD>
    <DT><B>lsize <I>scalefactor</I></B><DD><P>lsize (alias labelsize) sets the 3-D height of labels.  If the text was created with a
    <CODE>text -size </CODE><I>textsize</I> option, the scalefactor is multiplied by that to determine
    the 3-D size.</P>
    
    
    <DT><B>point[s]   [on|off]</B><DD><P>Turn display of points on or off.  With no argument, toggles display.</P>
    
    <DT><B>poly[gons]  [on|off]</B><DD><P>Turn display of points on or off.  With no argument, toggles display.</P>
    
    <DT><B>texture [on|off]</B><DD><P>Turn display of textures on or off.  With no argument, toggles.</P>
    
    <DT><B>label[s] [on|off]</B><DD><P>Turn display of label text on or off.  With no argument, toggles.</P>
    
    
    
    <DT><B>txscale   <I>scalefactor</I></B><DD><P>Scale size of all textures relative to their polygons.
    A scale factor of 0.5 (default) make the texture square
    
    just fill its polygon, if <CODE>polysides</CODE> is 4.</P>
    
    <DT><B>polyorivar</B><DD><P>Report setting of <CODE>polyorivar</CODE> data-command, which see.</P>
    
    <DT><B>texturevar</B><DD><P>Report setting of <CODE>texturevar</CODE> data-command, which see.</P>
    
    
    <DT><B>laxes  [on|off]</B><DD><P>Toggle label axes.  When on, and when labels are displayed,
    
    slevy's avatar
    slevy committed
    shows a set of red/green/blue (X/Y/Z) axes to indicate orientation.</P>
    
    slevy's avatar
    slevy committed
    <DT><B>polyside(s)</B><DD><P>Number of sides a polygon should have.  Default 11, for fairly round
    polygons.  For textured polygons, <CODE>polysides 4</CODE> might do as well,
    
    slevy's avatar
    slevy committed
    <DT><B>fast [on|off]</B><DD><P>see also <CODE>ptsize</CODE></P>
    
    slevy's avatar
    slevy committed
    <DT><B>ptsize  <I>minpixels</I> [<I>maxpixels</I>]</B><DD><P>Specifies range of apparent (pixel) size of points.
    Those with computed sizes (based on luminosity
    and distance) smaller than <I>minpixels</I> are
    randomly (but repeatably) subsampled -- i.e. some
    fraction of them are not drawn.  Those computed to be
    larger than <I>maxpixels</I> are drawn at size
    
    slevy's avatar
    slevy committed
    <DT><B>gamma <I>displaygamma</I></B><DD><P>Tells the particle renderer how the display + OpenGL
    relates image values to visible lightness.
    You don't need to change this, but may adjust it
    to minimize the brightness glitches when particles change size.
    Typical values are <CODE>gamma 1</CODE> through <CODE>gamma 2.5</CODE> or so.
    
    Larger values raise the apparent brightness of dim things.</P>
    
    
    slevy's avatar
    slevy committed
    <DT><B>alpha <I>alpha</I></B><DD><P>Get or set the alpha value, in the range 0 to 1; it determines
    
    <DT><B>speed</B><DD><P>For time-dependent data, advance datatime by this many time units
    
    <DT><B>step [<I>timestep</I>]</B><DD><P>For time-varying data, sets current timestep number.
    Real-valued times are meaningful for some kinds of data including those
    
    slevy's avatar
    slevy committed
    from Starlab/kira; for others, times are rounded to nearest integer.
    
    If running, <CODE>step</CODE> also stops datatime animation.  (See <CODE>run</CODE>.)</P>
    
    <DT><B>step [+|-]<I>deltatimestep</I></B><DD><P>If preceded with a plus or minus sign, adds that amount to current time.</P>
    
    <P>(note that <CODE>fspeed</CODE> has been deprecated)</P>
    
    <DT><B>run</B><DD><P>Continue a stopped animation (see also <CODE>step</CODE>).</P>
    
    
    <DT><B>tfm [-v] [<I>numbers...</I>]</B><DD><P>Object-to-world transformation. 
    
    May take 1, 6, 7, 9 or 16 parameters: either 
    
    <I>scalefactor</I>,
    or <I>tx ty tz rx ry rz </I><I>scalefactor</I>>],
    
    or 16 numbers for 4x4 matrix,
    or 9 numbers for 3x3 matrix.
    
    See <I>Coordinates and Coordinate Transformations</I>.</P>
    
    <P>With no numeric parameters, reports the current object-to-world transform.
    
    Use <CODE>tfm -v</CODE> to see the transform and its inverse in several forms.</P>
    
    
    <DT><B>move [g<I>N</I>] {on|off}</B><DD><P>Normally, navigation modes <CODE>[r]otate</CODE> and <CODE>[t]ranslate</CODE>
    just adjust the viewpoint (camera).  However,
    if you turn <CODE>move on</CODE>, then <CODE>[r]otate</CODE> and <CODE>[t]ranslate</CODE>
    move the currently-selected object group instead,
    e.g. to adjust its alignment relative to other groups.
    
    (<CODE>[o]rbit</CODE> and <CODE>[f]ly</CODE> modes always move the camera.)</P>
    
    <P>To indicate that <CODE>move</CODE> mode is enabled,
    the control strip shows the selected group's name in
    bold italics, as <B><I>[g3]</I></B>.
    Use <CODE>move off</CODE> to revert to normal.
    The <CODE>tfm</CODE> command reports the current object-group-to-global-world
    
    <DT><B>datawait   on|off</B><DD><P>For asynchronously-loaded data (currently only <CODE>ieee</CODE> data command),
    say whether wait for current data step to be loaded.
    
    (If not, then keep displaying previous data while loading new.)</P>
    
    
    <DT><B>cmap    <I>filename</I></B><DD><P>Load (ascii) filename with RGB values, for coloring particles.
    The <CODE>color</CODE> command selects which data field is mapped to color index
    
    <P>Colormaps are text files, beginning with a number-of-entries
    line and followed by R G B or R G B A entries one per line;
    
    see the <I>Colormaps</I> section.</P>
    
    
    <DT><B>vcmap -v <I>fieldname</I>  <I>filename</I></B><DD><P>Load colormap as with <CODE>cmap</CODE> command.  But use this colormap
    only when the given data field is selected for coloring.
    Thus the <CODE>cmap</CODE> color map applies to all data fields for which
    
    no <CODE>vcmap</CODE> has ever been specified.</P>
    
    <DT><B>cment  <I>colorindex</I>  [<I>R G B</I>]</B><DD><P>Report or set that colormap entry.</P>
    
    
    <DT><B>rawdump <I>dump-filename</I></B><DD><P>All particle attributes (not positions though) 
    
    are written to a <I>dump-filename</I>.  Useful for debugging.
    
    Warning: it will happily overwrite an existing file with that name.</P>
    
    
    slevy's avatar
    slevy committed
    <DT><B>warp [on|off]</B><DD><P>Enable, disable, or report the status of any <CODE>warp</CODE> data-command set up for the current group.
    If it exists, particles's positions can change with time, in a handful of canned ways
    built into the <CODE>warp</CODE> command.  See the <CODE>warp</CODE> entry under Data Commands.</P>
    
    </P>
    
    <H2><A NAME="ss4.6">4.6</A> <A HREF="partiview.html#toc4.6">Particle subsetting &amp; statistics</A>
    
    
    <DT><B>clipbox ...</B><DD><P>see <CODE>cb</CODE> below.</P>
    
    
    <DT><B>cb ....</B><DD><P>Display only a 3D subregion of the data -- the part lying within the clipbox.
    <DL>
    
    <DT><B>cb <I>xmin ymin zmin  xmax ymax zmax</I> </B><DD><P>Specified by coordinate ranges.
    
    Note only spaces are used to separate the 6 numbers.</P>
    
    <DT><B>cb <I>xcen,ycen,zcen xrad,yrad,zrad</I>  </B><DD><P>Specified by center and "radius" of the box.
    
    Note no spaces after the commas!</P>
    <DT><B>cb <I>xmin,xmax ymin,ymax zmin,zmax</I>  </B><DD><P>Specified by coordinate ranges.</P>
    <DT><B>cb <CODE>off</CODE> </B><DD><P>Disable clipping.  The entire dataset is again visible.</P>
    
    <DT><B>cb <CODE>on</CODE>  </B><DD><P>Re-enable a previously defined clipbox setting. It will also
    
    <DT><B>cb <CODE>hide</CODE>  </B><DD><P>Hide the clipbox, but still discard objects whose centers
    
    
    Note this command does not toggle clipping
    if no arguments given (that would be handy
    and more in line with similar commands). 
    
    If no arguments given, it reports the current clipbox.</P>
    
    
    <DT><B>thresh</B><DD><P>Display a subset of particles, chosen by the value of
    some data field.  Each <CODE>thresh</CODE> command overrides
    settings from previous commands, so it cannot be used to
    show unions or intersections of multiple criteria.
    For that, see the <CODE>only</CODE> command.  However, unlike <CODE>only</CODE>,
    the <CODE>thresh</CODE> criterion applies to time-varying data.
    <DL>
    <DT><B>thresh <I>field</I> <I>minval</I> <I>maxval</I> </B><DD><P>Display only those particles where
    <I>minval</I> &lt;= field <I>field</I> &lt;= <I>maxval</I>.
    The <I>field</I> may be given by name (as from <CODE>datavar</CODE>)
    
    or by field number.</P>
    <DT><B>thresh <I>field</I> <CODE>&lt;</CODE><I>maxval</I> </B><DD>
    
    <DT><B>thresh <I>field</I> <CODE>&gt;</CODE><I>minval</I> </B><DD><P>Show only particles where <I>field</I> is &lt;=
    
    or &gt;= the given threshold.</P>
    <DT><B>thresh [off|on]</B><DD><P>Disable or re-enable a previously specified threshold.</P>
    
    </P>
    
    <DT><B>only=  <I>datafield</I>  <I>value</I>  <I>minvalue-maxvalue</I>  &lt;<I>value</I> &gt;<I>value</I> ...</B><DD>
    <DT><B>only+  <I>datafield</I>  <I>value</I>  <I>minvalue-maxvalue</I>  &lt;<I>value</I> &gt;<I>value</I> ...</B><DD>
    
    <DT><B>only-  <I>datafield</I>  <I>value</I>  <I>minvalue-maxvalue</I>  &lt;<I>value</I> &gt;<I>value</I> ...</B><DD><P>Scans particles (in the current timestep only!), finding those where
    <I>datafield</I> has value <I>value</I>, or has a value in range
    <I>minvalue</I> &lt;= value &lt;= <I>maxvalue</I>, or whatever.
    Multiple value-ranges may be specified to select the union of several sets.
    The resulting set of particles is assigned to (<CODE>only=</CODE>), added to
    (<CODE>only+</CODE>) or subtracted from (<CODE>only-</CODE>) the <CODE>thresh</CODE> selection-set.
    Also display just particles in that selection-set, as if <CODE>see thresh</CODE>
    
    <P>The net effect is illustrated by these examples:
    <DL>
    
    <DT><B>only= type 1-3 5</B><DD><P>Show only particles of type 1, 2, 3 or 5.</P>
    
    <DT><B>only- mass &lt;2.3  &gt;3.5</B><DD><P>After the above command, shows only the subset
    of type 1/2/3/5 particles AND have mass between 2.3 and 3.5.
    (Note that to take the intersection of two conditions,
    you must subtract the complement of the latter one.
    
    Maybe some day there'll be an <CODE>only&amp;</CODE>.</P>
    
    <DT><B>see  <CODE>selexpr</CODE></B><DD><P>Show just those particles in the selection-set <CODE>selexpr</CODE>.
    Predefined set names are <CODE>all</CODE>, <CODE>none</CODE>, <CODE>thresh</CODE> and <CODE>pick</CODE>,
    and other names may be defined by the <CODE>sel</CODE> command.
    The default is <CODE>see all</CODE>.  Using the <CODE>thresh</CODE> or <CODE>only</CODE>
    
    commands automatically switch to displaying <CODE>see thresh</CODE>.</P>
    
    <P>Note that you can see the complement of a named set,
    e.g. all except the <CODE>thresh</CODE>-selected objects, with
    
    <DT><B>sel <CODE>selname = selexpr</CODE></B><DD><P>Compute a logical combination of selection-sets and assign them
    to another such set.  The set membership is originally assigned by
    <CODE>thresh</CODE> or <CODE>only</CODE> commands.  Yeah, I know this doesn't make sense.
    
    Need a separate section to document selection-sets.</P>
    
    <DT><B>sel <CODE>selexpr</CODE></B><DD><P>Count the number of particles in the selection-set <CODE>selexpr</CODE>.</P>
    
    <DT><B>clearobj</B><DD><P>Erase all particles in this group.  Useful for reloading on the fly.</P>
    
    
    <DT><B>every   <I>N</I></B><DD><P>Display a random subset (every <I>N</I>-th) of all particles.
    E.g. <CODE>every 1</CODE> shows all particles, <CODE>every 2</CODE> shows about half of them.
    
    Reports current subsampling factor, and the current total number of particles.</P>
    
    
    <DT><B>hist <I>datafield</I> [-n <I>nbuckets</I>] [-l] [-c] [-t] [<I>minval</I>] [<I>maxval</I>]</B><DD><P>Generates a (numerical) histogram of values of <I>datafield</I>,
    which may be a named field (as from <CODE>datavar</CODE>) or a field index.
    Divides the value range (either <I>minval</I>..<I>maxval</I>
    or the actual range of values for that field) into <I>nbuckets</I> 
    equal buckets (11 by default).  Uses logarithmically-spaced
    intervals if <CODE>-l</CODE> (so long as the data range doesn't include zero).
    If a clipbox is defined, use <CODE>-c</CODE> to count only
    particles within it.  If a <CODE>thresh</CODE> or <CODE>only</CODE>
    
    subset is defined, use <CODE>-t</CODE> to count only the chosen subset.</P>
    
    
    <DT><B>bound  [w]</B><DD><P>Reports 3D extent of the data.  With <CODE>w</CODE>, reports it in
    
    world coordinates, otherwise in object coordinates.</P>
    
    <DT><B>datavar</B><DD>
    
    <DT><B>dv</B><DD><P>Report names and value ranges (over all particles in current group)
    
    </P>
    
    <H2><A NAME="ss4.7">4.7</A> <A HREF="partiview.html#toc4.7">Boxes</A>
    
    <DT><B>showbox  <I>list of integer box level numbers...</I></B><DD>
    <DT><B>hidebox  <I>list of integer box level numbers...</I></B><DD>
    <DT><B>box[es] [off|on|only]</B><DD><P>Turn box display off or on; or display boxes but hide all particles.</P>
    
    
    <DT><B>boxcmap <I>filename</I></B><DD><P>Color boxes using that colormap.
    Each box's level number (set by <CODE>-l</CODE> option of <CODE>box</CODE> data-command,
    
    <DT><B>boxcment  <I>colorindex</I>  [<I>R G B</I>]</B><DD><P>Get or set the given box-colormap index.  E.g. <CODE>boxcment 0</CODE>
    
    reports the color of boxes created with no <CODE>-l</CODE> specified.</P>
    
    
    <DT><B>boxlabel [on|off]</B><DD><P>Label boxes by id number
    
    (set by <CODE>-n</CODE> option of <CODE>box</CODE> data-command).</P>
    
    <DT><B>boxaxes [on|off]</B><DD><P>Toggle or set box axes display mode.</P>
    
    <DT><B>boxscale [float] [on|off] </B><DD>
    <DT><B>gobox <I>boxnumber</I></B><DD>
    <DT><B>goboxscale</B><DD>
    <DT><B>menu fmenu</B><DD>
    
    teuben's avatar
    teuben committed
    <P>
    
    <PRE>
    
                            BEGIN CAVEMENU
            pos P1 P2
            wall P1
            hid [P1]
            show [P1]
            h  [P1]
            demandfps [P1]
            font
            help
            ?
                            END CAVEMENU    
    </PRE>
    
    teuben's avatar
    teuben committed
    </DL>
    
    </P>
    
    <H2><A NAME="ss4.8">4.8</A> <A HREF="partiview.html#toc4.8">Data commands </A>
    
    
    <P>(see also partibrains.c::specks_read)</P>
    
    pteuben's avatar
    pteuben committed
    <P>Data Commands can be placed in a data file.
    
    Lines starting with <CODE>#</CODE> will be skipped. </P>
    <P>Control Commands can also be given, if prefixed with the <CODE>eval</CODE> command.</P>
    
    <DT><B>read <I>file</I> </B><DD><P>read a <CODE>speck</CODE> formatted file. Recursive, commands can nest. (strtok ok??)
    
    Note that <CODE>read</CODE> is also a Control Command, doing exactly the same thing.</P>
    
    <DT><B>include  <I>file</I></B><DD><P>read a <CODE>speck</CODE> formatted file.</P>
    
    
    slevy's avatar
    slevy committed
    <DT><B>ieee [-t time] <I>file</I></B><DD><P>Read a IEEEIO formatted file, with optional timestep number (0 based).
    
    Support for this type of data must be explicitly compiled into the program.</P>
    
    
    <DT><B>kira <I>file</I> </B><DD><P>read a <CODE>kira</CODE> formatted file. See the <CODE>kiractl</CODE> Control
    
    slevy's avatar
    slevy committed
    Command to modify the looks of the objects.  Only present if Starlab is compiled
    into partiview.</P>
    
    slevy's avatar
    slevy committed
    <DT><B>setenv name value</B><DD><P>Add (or change) a named variable of the environment variables space of
    partiview. Enviroment variables, like in the normal unix shell, can be
    
    pteuben's avatar
    pteuben committed
    referred to by prepending their name with a $. 
    
    <I>Note there probably is not an unsetenv command</I>.</P>
    
    
    <DT><B>object <I>gN=ALIAS</I></B><DD><P>Defines/Selects a particular group number (N=1,2,3....) to an ALIAS. In
    command mode you can use <CODE>gN=ALIAS</CODE>. Any data following this command
    
    will now belong to this group.</P>
    
    <DT><B>object <I>ObjectName</I></B><DD><P>Select an existing group. Following data will now belong to this group.</P>
    
    
    <DT><B>sdbvars <I>var</I></B><DD><P>Choose which data fields to
    extract from binary sdb files (any of: <CODE>mMcrogtxyzSn</CODE>) for subsequent
    
    <CODE>sdb</CODE> commands.</P>
    
    <DT><B>sdb [-t time] <I>file</I></B><DD><P>Read an SDB (binary) formatted file, with optional timestep number.
    (Default time is latest <CODE>datatime</CODE>, or 0.)</P>
    
    <DT><B>pb [-t time] <I>file</I></B><DD><P>Read a <CODE>.pb</CODE> (binary) particle file, with optional timestep number.
    (Default time is latest <CODE>datatime</CODE>, or 0.)
    A <CODE>.pb</CODE> file contains (all values 32-bit integer or 32-bit IEEE float):
    <OL>
    <LI>magic number, 0xFFFFFF98  (int32)</LI>
    <LI>byte offset of first particle (int32)</LI>
    <LI>number of attributes (int32)</LI>
    <LI>sequence of null-terminated attribute name strings,
    attributename0 \0 attributename1 \0 ...</LI>
    <LI>possibly some pad bytes, enough to reach the specified
    first-particle file offset</LI>
    <LI>sequence of particle records,
    each (number-of-attributes + 4)*4 bytes long:
    <OL>
    <LI>particle-id (int32)</LI>
    <LI>particle X, Y, Z (3 float32's) </LI>
    <LI>particle attributes (number-of-attributes float32's)</LI>
    </OL>
    
    ending at the end of the file (i.e. there's no particle-count field).</LI>
    </OL>
    
    Either big- or little-endian formats are accepted; the value of the
    magic number determines endianness of all values in that file.</P>
    
    <DT><B>box[es] <I>....</I></B><DD><P>Draw a box, using any of the following formats:</P>
    
    <DT><B> <CODE>xmin ymin zmin  xmax ymax zmax</CODE> </B><DD>
    <DT><B> <CODE>xmin,xmax ymin,ymax zmin,zmax</CODE>   </B><DD>
    <DT><B> <CODE>xcen,ycen,zcen xrad,yrad,zrad</CODE>  </B><DD>
    <DT><B> <CODE>[-t time] [-n boxno] [-l level] xcen,ycen,zcen  xrad,yrad,zrad </CODE>  </B><DD>
    
    <CODE>level</CODE> determines color.</P>
    
    
    <DT><B><CODE>mesh</CODE> [<CODE>-t</CODE> <I>txno</I>] [<CODE>-c</CODE> <I>colorindex</I>] [<CODE>-s</CODE> <I>style</I>]</B><DD><P>Draw a quadrilateral mesh, optionally colored or textured.
    
    slevy's avatar
    slevy committed
    Following the <B>mesh</B> line, provide a line with the mesh dimensions:
    
    slevy's avatar
    slevy committed
    <P>Following this comes the list of <I>nu</I>*<I>nv</I> mesh vertices,
    one vertex (specified by several blank-separated numbers) per line.
    (Blank lines and comments may be interspersed among them.)
    Note that the mesh connections are implicit:
    vertex number i*nu+j is adjacent to (i-1)*nu+j, (i+1)*nu+j, i*nu+(j-1),
    and i*nu+(j+1).  Each vertex line has three or five numbers:
    the first three give its 3-D position, and if a <CODE>-t</CODE> texture was
    
    specified, then two more fields give its u and v texture coordinates.</P>
    
    
    slevy's avatar
    slevy committed
    <P>Options:
    <DL>
    <DT><B> <CODE>-t</CODE> <I>txno</I> </B><DD><P>Apply texture number <I>txno</I> to surface.
    In this case, each mesh vertex should also include
    
    u and v texture coordinates.</P>
    
    slevy's avatar
    slevy committed
    <DT><B> <CODE>-c</CODE> <I>colorindex</I> </B><DD><P>Color surface with color from
    
    integer cmap entry <I>colorindex</I>.</P>
    
    slevy's avatar
    slevy committed
    <DT><B> <CODE>-s</CODE> <I>style</I> </B><DD><P>Drawing style: 
    <DL>
    
    <DT><B> <I>solid</I> </B><DD><P>filled polygonal surface (default)</P>
    <DT><B> <I>wire</I> </B><DD><P>just edges</P>
    <DT><B> <I>point</I> </B><DD><P>just points (one per mesh vertex)</P>
    
    slevy's avatar
    slevy committed
    </DL>
    
    slevy's avatar
    slevy committed
    </DL>
    
    slevy's avatar
    slevy committed
    <DT><B><I>Xcen Ycen Zcen</I> ellipsoid <I>[options]... [transformation]</I></B><DD><P>Draw an ellipsoid, specified by:
    <DL>
    
    <DT><B> <CODE>Xcen Ycen Zcen</CODE> </B><DD><P>Center position in world coordinates</P>
    <DT><B> <CODE>-c</CODE> <I>colorindex</I> </B><DD><P>Integer color index (default -1 => white)</P>
    
    slevy's avatar
    slevy committed
    <DT><B> <CODE>-s</CODE> <I>style</I> </B><DD><P>Drawing style: 
    <DL>
    
    <DT><B> <I>solid</I> </B><DD><P>filled polygonal surface (default)</P>
    <DT><B> <I>plane</I> </B><DD><P>3 ellipses: XY, XZ, YZ planes</P>
    <DT><B> <I>wire</I> </B><DD><P>latitude/longitude ellipses</P>
    <DT><B> <I>point</I> </B><DD><P>point cloud: one per lat/lon intersection</P>
    
    slevy's avatar
    slevy committed
    </DL>
    
    </P>
    <DT><B> <CODE>-r</CODE> <I>Xradius</I>[,<I>Yradius</I>,<I>Zradius</I>] </B><DD><P>Radius (for sphere) or semimajor axes (for ellipsoid)</P>
    
    slevy's avatar
    slevy committed
    <DT><B> <CODE>-n</CODE> <I>nlat[,nlon]</I> </B><DD><P>Number of latitude and longitude divisions.
    Relevant even for <I>plane</I> style, where they determine
    how finely the polygonal curves approximate circles.
    
    Default <I>nlon</I> = <I>nlat</I>/2 + 1.</P>
    
    slevy's avatar
    slevy committed
    <DT><B> <I>transformation</I> </B><DD><P>Sets the spatial orientation of the ellipsoid.
    May take any of three forms:
    <DL>
    <DT><B> (nothing) </B><DD><P>If absent, the ellipsoid's
    coordinate axes are the same as the world axes
    
    for the group it belongs to.</P>
    
    slevy's avatar
    slevy committed
    <DT><B> 9 blank-separated numbers </B><DD><P>A 3x3 transformation matrix T from ellipsoid coordinates
    to world coordinates, in the sense
    
    Pworld = Pellipsoid * T  +  [Xcen, Ycen, Zcen].</P>
    
    slevy's avatar
    slevy committed
    <DT><B> 16 blank-separated numbers </B><DD><P>A 4x4 transformation matrix, as above but for the
    
    slevy's avatar
    slevy committed
    </DL>
    
    slevy's avatar
    slevy committed
    </DL>
    
    <DT><B>waveobj [-time <I>timestep</I>] [-static] [-texture <I>number</I>] [-c <I>colorindex</I>] [-s <I>style</I>]  <I>file.obj</I></B><DD><P>Load a Wavefront-style .obj model.  Material properties are
    ignored; the surface is drawn in white unless <CODE>-c</CODE> <I>colorindex</I>
    in which case it's drawn using that color-table color.
    Also if <CODE>-texture</CODE> (alias <CODE>-tx</CODE>) is supplied,
    the surface is textured using whatever texture coordinates are
    supplied in the .obj file.  The model is displayed at all times
    only if marked <CODE>-static</CODE>; otherwise it's displayed only
    
    at the time given by <CODE>-time</CODE> <I>timestep</I> or by the most recent <I>datatime</I>.</P>
    <P>A subset of the .obj format is accepted:
    <DL>
    <DT><B>v <I>X Y Z</I></B><DD><P>-- vertex position</P>
    <DT><B>vt <I>U V</I></B><DD><P>-- vertex texture coordinates</P>
    <DT><B>vn <I>NX NY NZ</I></B><DD><P>-- vertex normal</P>
    <DT><B>f <I>V1 V2 V3 ...</I></B><DD><P>-- face, listing just position indices for each vertex.
    The first <CODE>v</CODE> line in the .obj file has index 1, etc.</P>
    <DT><B>f <I>V1/T1 V2/T2 V3/T3 ...</I></B><DD><P>-- face,
    listing position and texture coordinates for each vertex of the face.</P>
    <DT><B>f <I>V1/T1/N1 V2/T2/N2 V3/T3/N3 ...</I></B><DD><P>-- face,
    listing position, texture-coordinate, and normal indices for each vertex.</P>
    </DL>
    
    Note that material properties (mtl) are ignored.  Waveobj models are colored
    according to the <CODE>-c</CODE> <I>colorindex</I> option (integer index
    into the current <CODE>cmap</CODE> colormap), or white if no <CODE>-c</CODE> is used. 
    If texturing is enabled -- if the .obj model contains <CODE>vt</CODE> entries,
    and the <CODE>-texture</CODE> option appears, and that numbered texture exists --
    then the given texture color multiplies or replaces the <CODE>-c</CODE> color,
    according to the texture options.</P>
    
    
    
    <DT><B>tfm [camera] <I>numbers...</I></B><DD><P>Object-to-world transformation.
    May take 1, 6, 7, 9 or 16 numbers: either 
    <I>scalefactor</I> or 
    
    <I>tx ty tz rx ry rz </I>[it/scalefactor/]
    
    or 16 numbers for 4x4 matrix,
    or 9 numbers for 3x3 matrix.
    
    See <I>Coordinates and Coordinate Transformations</I>.</P>
    
    <P>Normally the transform is to world coordinates;
    
    but with optional <CODE>camera</CODE> prefix, the object's position
    is specified relative to the camera, useful to place
    legends in a fixed position on the screen.
    
    In camera coordinates, (0,0,0) is the viewpoint,
    x=y=0 at screen center, and negative z extends forward.
    Try for example
    <PRE>
        tfm camera -3 -3 -20  0 0 0
        0 0 0 text -size 20  Legend
    </PRE>
    
    </P>
    
    <DT><B>eval <I>command</I></B><DD><P>execute a Control Command.</P>
    
    <DT><B>feed  <I>command</I></B><DD><P>Synonym for <CODE>eval</CODE>.</P>
    
    <DT><B>VIRDIR  <I>command</I></B><DD><P>Synonym for <CODE>eval</CODE>.</P>
    
    
    
    <DT><B>filepath <I>path</I></B><DD><P>A colon-separated list of directories in which datafiles, color maps, etc.
    
    will be searched for. If preceded with the <CODE>+</CODE> symbol,
    
    this list will be appended to the current <I>filepath</I>.</P>
    
    
    <DT><B>polyorivar <I>indexno</I></B><DD><P>By default, when polygons are drawn, they're parallel to the screen plane --
    simple markers for the points.  It's sometimes useful to give each 
    polygon a fixed 3-D orientation (as for disk galaxies).  To do this,
    provide 6 consecutive data fields, representing two 3-D orthogonal unit
    vectors which span the plane of the disk.  Then use
    <CODE>polyorivar </CODE><I>indexno</I>
    giving the data field number of the first of the 6 fields.
    The vectors define the X and Y directions on the disk, respectively --
    
    relevant if texturing is enabled.</P>
    
    <P>Actually, unit vectors aren't essential; making them different lengths
    
    yields non-circular polygonal disks. </P>
    
    slevy's avatar
    slevy committed
    <P>If <CODE>polyorivar</CODE> is specified for the group, but some polygons should
    
    still lie in the screen plane, use values <CODE>9 9 9 9 9 9</CODE> for those polygons.</P>
    
    
    slevy's avatar
    slevy committed
    <DT><B>texture [-aiAOlmnMDB] <I>txno file.sgi</I> </B><DD><P>
    
    slevy's avatar
    slevy committed
    <DT><B> -a(lpha) </B><DD><P>A single-channel image would normally be used as luminance data.
    With <CODE>-a</CODE>, the image is taken as opacity data instead
    
    slevy's avatar
    slevy committed
    <DT><B> -i(ntensity) </B><DD><P>For 1- or 3-channel images, compute the intensity of each pixel
    
    and use it to form an alpha (opacity) channel.</P>
    
    slevy's avatar
    slevy committed
    <DT><B> -A(dd) </B><DD><P>Use additive blending.  This texture will add to, not obscure,
    
    the brightness of whatever lies behind it (i.e. whatever is drawn later).</P>
    
    slevy's avatar
    slevy committed
    <DT><B> -O(ver) </B><DD><P>Use "over" compositing.  This texture will obscure features lying
    
    behind it according to alpha values at each point.</P>
    
    
    
    slevy's avatar
    slevy committed
    <DT><B> -M(odulate) </B><DD><P>Multiply texture brightness/color values by the colormap-determined
    
    slevy's avatar
    slevy committed
    <DT><B> -D(ecal) </B><DD><P>The textured polygon's color is determined entirely by the texture,
    
    suppressing any colormapped color.</P>
    <DT><B> -B(lend) </B><DD><P>Probably not very useful.</P>
    
    slevy's avatar
    slevy committed
    <DT><B>texturevar <I>field</I></B><DD><P>If polygon-drawing and texturing are turned on, use the given
    <I>field</I> (datavar name or number) in each particle to select 
    
    which texture (if any) to draw on its polygon.</P>
    
    <DT><B>coord <I>name ... 16 world-to-coord tfm floats (GL order)</I></B><DD>
    
    <DT><B>dataset <I>indexno datasetname</I></B><DD><P>Give names to multiple datasets in IEEEIO files (read with <CODE>ieee</CODE> command).
    
    <I>indexno</I> is an integer, 0 being the first dataset.</P>
    
    
    <DT><B>datavar <I>indexno name [minval maxval]</I></B><DD><P>Name the variable in data field <I>indexno</I>.  The first data field has 
    <I>indexno</I> 0.
    
    If provided, <I>minval maxval</I> supply the nominal range of that data variable;
    some control commands (<CODE>lum</CODE>, <CODE>color</CODE>) need to know the range of data
    
    values, and will use this instead of measuring the actual range.</P>
    
    <DT><B>datatime <I>time</I></B><DD><P>Label subsequent data with this <I>time</I> (a non-negative integer).</P>
    
    
    slevy's avatar
    slevy committed
    
    <DT><B>warp</B><DD><P>When 'warp' has been defined for a group,
    all its particles get their positions (re)computed according to
    (a) the warp data-command's parameters, (b) the current time, (c) the particle's
    initial position, and (d) maybe some attributes of each particle.</P>
    
    <P>There are several (mutually exclusive) kinds of warping available: 
    <UL>
    <LI> for doing a sort of differential rotation for disk-like galaxies;</LI>
    <LI> for doing N-D to 3-D projection, where particle positions are replaced with        
    (time-independent) linear combinations of attribute values;</LI>
    <LI> linear or polynomial extrapolation of the particle position with time,
    with coefficients specified as triples of attributes</LI>
    </UL>
    </P>
    <P>Options to <CODE>warp</CODE> data command:
    <DL>
    
    <DT><B>-p period0[f|s]</B><DD><P>"Rotation period".  Sets timescale of motion, in frames (f) or seconds (s).  </P>
    
    <DT><B>-extrap coef0[,degree]]</B><DD><P>Extrapolate position with time.  Velocity is given by attribute coef0 and the two attributes following it
    (coef0 .. coef0+2), in the sense p = p_0 + [coef0 .. coef0+2] * (time/period0).
    If <I>degree</I> given (default 1), uses 3*<I>degree</I> attributes as polynomial coefficients, as
    p=p0+(t/period0)*field[coef0..coef0+2]+(t/period0)^2*[coef0+3..coef0+5]+...</P>
    
    <DT><B>-sheet ampl,xlength,zlength</B><DD><P>For disk galaxy style: Applies exponential sheet warp for disk lying in the X-Z plane.
    Scale set by xlength and zlength, Y-displacement set by ampl.</P>
    
    <DT><B>-f fin,fout</B><DD><P>For disk-galaxy style: gives time range over which warp applies.  </P>
    
    <DT><B>-z zerotime</B><DD><P>For disk galaxy style: sets time at which particles are in their original positions.</P>
    
    <DT><B>-R rot[,drot]</B><DD><P>Disk galaxy style: Add constant to rotation angle.</P>
    
    <DT><B>-T o2d</B><DD><P>Provide object-to-disk coordinate transform (in "disk" coordinates, the disk lies in X-Z plane).
    9 or 16 numbers.</P>
    
    <DT><B>-F d2o</B><DD><P>Provide disk-to-object transform.  9 or 16 numbers.</P>
    
    <DT><B>-r rcore[,transition][w]</B><DD><P>Disk galaxy style: set radius of rigidly-rotating inner region, and transition to constant-velocity region</P>
    
    <DT><B>-fix x,y,z[w]|radius[w]</B><DD><P>Disk galaxy style: Keep the given 3-D point, or a point at the given disk radius, fixed.  
    E.g. track the sun.</P>
    
    <DT><B>-galaxy gorbcoef0</B><DD><P>Special disk galaxy style.  Each star is on its own disk-galaxy-like orbit,
    with 8 orbital parameters given by 8 consecutive attributes starting with gorbcoef0.
    See galaxyorbit.h (read the source).</P>
    
    <DT><B>-ride speckno</B><DD><P>Ride along with speckno'th particle in first loaded group (displace particles by the difference
    between their computed orbit position and the ridden-on particle).</P>
    </DL>
    </P>